import defaultValue from "../Core/defaultValue.js";
import FeatureDetection from "../Core/FeatureDetection.js";
import VertexFormat from "../Core/VertexFormat.js";
import PerInstanceFlatColorAppearanceFS from "../Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js";
import PolylineColorAppearanceVS from "../Shaders/Appearances/PolylineColorAppearanceVS.js";
import PolylineCommon from "../Shaders/PolylineCommon.js";
import Appearance from "./Appearance.js";
var defaultVertexShaderSource =
PolylineCommon + "\n" + PolylineColorAppearanceVS;
var defaultFragmentShaderSource = PerInstanceFlatColorAppearanceFS;
if (!FeatureDetection.isInternetExplorer()) {
defaultVertexShaderSource =
"#define CLIP_POLYLINE \n" + defaultVertexShaderSource;
}
/**
* An appearance for {@link GeometryInstance} instances with color attributes and
* {@link PolylineGeometry} or {@link GroundPolylineGeometry}.
* This allows several geometry instances, each with a different color, to
* be drawn with the same {@link Primitive}.
*
* @alias PolylineColorAppearance
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Boolean} [options.translucent=true] When true
, the geometry is expected to appear translucent so {@link PolylineColorAppearance#renderState} has alpha blending enabled.
* @param {String} [options.vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader.
* @param {String} [options.fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader.
* @param {Object} [options.renderState] Optional render state to override the default render state.
*
* @example
* // A solid white line segment
* var primitive = new Cesium.Primitive({
* geometryInstances : new Cesium.GeometryInstance({
* geometry : new Cesium.PolylineGeometry({
* positions : Cesium.Cartesian3.fromDegreesArray([
* 0.0, 0.0,
* 5.0, 0.0
* ]),
* width : 10.0,
* vertexFormat : Cesium.PolylineColorAppearance.VERTEX_FORMAT
* }),
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0))
* }
* }),
* appearance : new Cesium.PolylineColorAppearance({
* translucent : false
* })
* });
*/
function PolylineColorAppearance(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var translucent = defaultValue(options.translucent, true);
var closed = false;
var vertexFormat = PolylineColorAppearance.VERTEX_FORMAT;
/**
* This property is part of the {@link Appearance} interface, but is not
* used by {@link PolylineColorAppearance} since a fully custom fragment shader is used.
*
* @type Material
*
* @default undefined
*/
this.material = undefined;
/**
* When true
, the geometry is expected to appear translucent so
* {@link PolylineColorAppearance#renderState} has alpha blending enabled.
*
* @type {Boolean}
*
* @default true
*/
this.translucent = translucent;
this._vertexShaderSource = defaultValue(
options.vertexShaderSource,
defaultVertexShaderSource
);
this._fragmentShaderSource = defaultValue(
options.fragmentShaderSource,
defaultFragmentShaderSource
);
this._renderState = Appearance.getDefaultRenderState(
translucent,
closed,
options.renderState
);
this._closed = closed;
// Non-derived members
this._vertexFormat = vertexFormat;
}
Object.defineProperties(PolylineColorAppearance.prototype, {
/**
* The GLSL source code for the vertex shader.
*
* @memberof PolylineColorAppearance.prototype
*
* @type {String}
* @readonly
*/
vertexShaderSource: {
get: function () {
return this._vertexShaderSource;
},
},
/**
* The GLSL source code for the fragment shader.
*
* @memberof PolylineColorAppearance.prototype
*
* @type {String}
* @readonly
*/
fragmentShaderSource: {
get: function () {
return this._fragmentShaderSource;
},
},
/**
* The WebGL fixed-function state to use when rendering the geometry.
*
* The render state can be explicitly defined when constructing a {@link PolylineColorAppearance} * instance, or it is set implicitly via {@link PolylineColorAppearance#translucent}. *
* * @memberof PolylineColorAppearance.prototype * * @type {Object} * @readonly */ renderState: { get: function () { return this._renderState; }, }, /** * Whentrue
, the geometry is expected to be closed so
* {@link PolylineColorAppearance#renderState} has backface culling enabled.
* This is always false
for PolylineColorAppearance
.
*
* @memberof PolylineColorAppearance.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
closed: {
get: function () {
return this._closed;
},
},
/**
* The {@link VertexFormat} that this appearance instance is compatible with.
* A geometry can have more vertex attributes and still be compatible - at a
* potential performance cost - but it can't have less.
*
* @memberof PolylineColorAppearance.prototype
*
* @type VertexFormat
* @readonly
*
* @default {@link PolylineColorAppearance.VERTEX_FORMAT}
*/
vertexFormat: {
get: function () {
return this._vertexFormat;
},
},
});
/**
* The {@link VertexFormat} that all {@link PolylineColorAppearance} instances
* are compatible with. This requires only a position
attribute.
*
* @type VertexFormat
*
* @constant
*/
PolylineColorAppearance.VERTEX_FORMAT = VertexFormat.POSITION_ONLY;
/**
* Procedurally creates the full GLSL fragment shader source.
*
* @function
*
* @returns {String} The full GLSL fragment shader source.
*/
PolylineColorAppearance.prototype.getFragmentShaderSource =
Appearance.prototype.getFragmentShaderSource;
/**
* Determines if the geometry is translucent based on {@link PolylineColorAppearance#translucent}.
*
* @function
*
* @returns {Boolean} true
if the appearance is translucent.
*/
PolylineColorAppearance.prototype.isTranslucent =
Appearance.prototype.isTranslucent;
/**
* Creates a render state. This is not the final render state instance; instead,
* it can contain a subset of render state properties identical to the render state
* created in the context.
*
* @function
*
* @returns {Object} The render state.
*/
PolylineColorAppearance.prototype.getRenderState =
Appearance.prototype.getRenderState;
export default PolylineColorAppearance;